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Info | Development | |||
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Name | Category | Description | Property | Type |
Type | Type | Object type. Can be changed only to another type of the same side,
e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. |
ItemClass | String |
Variable Name | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | Name | String |
Init | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | Init | String |
' | Pylons Settings | Pylons | ||
Position | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | position | Position3D |
Rotation | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | rotation | Number |
Size | Transformation | Area size in meters. | size3 | Array |
Shape | Transformation | Area shape.
Available options:
|
IsRectangle | Boolean |
Placement Radius | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | placementRadius | Number |
Player | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | ControlSP | Boolean |
Playable | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | ControlMP | Boolean |
Role Description | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | description | String |
Lock | States | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.
Available options:
|
lock | Number |
Skill | States | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | skill | Number |
Health / Armor | States | Object health / armor. When close to 0%, the object will be destroyed. | Health | Number |
Fuel | States | Vehicle fuel. | fuel | Number |
Ammunition | States | General vehicle ammo state. | ammo | Number |
Rank | States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
Available options:
|
rank | String |
Stance | States |
Available options:
|
unitPos | |
Enable Dynamic Simulation | Special States | Entity simulation is enabled only if the player or an enemy unit is nearby.
Note: Doesn't work on simple objects and it overwrites basic simulation settings. |
dynamicSimulation | Number |
Wake-Up Dynamic Simulation | Special States | Controls unit capability to activate dynamically simulated entities. | addToDynSimGrid | Number |
Enable Simulation | Special States | When disabled, the object will freeze and ignore any input or collisions.
Note: This option doesn't have any effect on dynamically simulated objects. |
enableSimulation | Boolean |
Simple Object | Special States | When enabled, the object will behave like a map object (e.g. rocks or trees), which significantly saves performance. This option is available only for objects where it leads to improved performance.
Warning: If set, the setting is enforced at the start of the scenario and is irreversible during its runtime! |
objectIsSimple | Boolean |
Show Model | Special States | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | hideObject | Boolean |
Enable Damage | Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | allowDamage | Boolean |
Enable Stamina | Special States | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | enableStamina | Boolean |
Revive Enabled | Special States | Enable revive for this unit. | EnableRevive | Boolean |
Doors States | Special States | Set closed, locked or opened state for terrain object doors.
LMB - cycle between states RMB - close door (reset to default state) LMB + Alt - open door LMB + Shift - lock door LMB + Ctrl - close door |
DoorStates | |
Local Only | Special States | When enabled, the object will exist as a local instance on every client. It will not be synchronized over the network. Use this primarily for static (decorative) objects in order to optimize large-scale scenarios. | isLocalOnly | Boolean |
Name | Identity | Character name, by default automatically generated based on faction. | unitName | String |
Face | Identity | Character face. | face | String |
Call Sign | Identity | Call sign used in radio protocol (e.g., leader will order 'Kerry, fall back' instead of generic '2, fall back'). It doesn't affect character's actual name; consider changing it as well so they match together.
Available options:
|
NameSound | String |
Voice | Identity | Radio voice used in group communication (e.g., target reporting). | speaker | String |
Voice Pitch | Identity | Voice pitch. Higher number means higher voice. | pitch | Number |
Insignia | Identity | Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario. | unitInsignia | String |
Probability of Presence | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | presence | Number |
Condition of Presence | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | presenceCondition | String |
Equipment Storage | Equipment Storage | ammoBox | String | |
Data Link Send | Electronics & Sensors | Vehicle will broadcast targets tracked by its sensors to any other unit on the same side with Data Link enabled. | ReportRemoteTargets | Boolean |
Data Link Receive | Electronics & Sensors | Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | ReceiveRemoteTargets | Boolean |
Data Link Position | Electronics & Sensors | Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | ReportOwnPosition | Boolean |
Emission Control | Electronics & Sensors | Radar EMCON rules for the AI
Available options:
|
RadarUsageAI | String |